Council of Thieves: Book 2, Session 3

Erastus 19, continued-

The party gave in to the fact that they would have to face their fears and go into the phobia rooms. They started with blood, which involved fighting stirges, there they found an amethyst gem. The snake route, why’d it have to be snakes? got them some jade. The fire  route resulted in an orange pearl and their fight with spiders resulted in a garnet. After they had all the gems they were able to talk to a little winged creature with a squeaky voice and ask some questions. They got some hints about how to proceed (The doors open as you go up and down.) and what was guarding the Chelish Crux (The outcast king, weak to good/silver, that the treasure room contained a useful sword.)

The party managed to move on to the next level of the dungeon with this information.

They fought some mummies and found three doors, one with the image of a book on it, one a glaive, and the third an unholy symbol of Asmodeus.

The book door gave a vision of the chamber of books the party had first entered when they found their way into the dungeon.

The glaive door gave Darkling a vision of returning home with the evil glaive the party had found that she had been carrying.

The unholy symbol gave a vision of the same thing, but with the bust of asmodeus that the party found.

I think? My notes are vague! & Shaun’s not here to confirm stuff right now. 😛

Anyway, the party found their way to the Outcast King and it was an intense fight with the outcast king and some shadows and lemures.

After the fight, the party rested.

Erastus 20 – Still in the knot, the Guardians of Cheliax spent the rest of the day going back through and collecting little mixed bits of treasure, including a crown that has not been successfully identified, an intelligent unholy symbol of Asmodeus covered in poo, many interesting books and a puzzle box, aka the Chelish Crux. After that, they all went through the Glaive door with Darkling and ended up in Shaeree’s house, though she successfully played it cool like that wasn’t her house at all.

Erastus 21 – The party got all healed up. Quenn failed his first will save in regards to the Curse he was under.

Erastus 22 – Quenn failed his second check (I believe intentionally at this point to force the fight with his Devil.)

Erastus 23 – Quenn failed his third check. The party began to think about preparing for their big fight with a Devil that should be quite a challenge.


Council of Thieves: Book 2, Session 2

(Some of the names here I am just trying to read my scrawled notes, so I’m not quite sure on them!)

Erastus 19 – The party arrived by carriage at Aberian’s Folly, the mayor’s manor, in full costume from the Six Trials of Larazod, as dark clouds began to drop heavy rain on the city.

As they entered the party they looked around and counted heads, there were about 30 servants, humans and halflings, dressed as skeletons. There were also 30 guests, including their fellow actors and the director.

6pm – The first course was served. Dainty finger foods and light wines. The actors milled about and introduced themselves to some of the guests. They met: General Vourne, Commander of the Gem Crown Bay fleet, a grim, stern man who seemed enthusiastic to talk about sea battles. Crosael Rasdovain, a majordomo with a weakness for poetry. Eirtein Oberigo, he seems a friendly sort, a nobleman. Sascar Tilernos – Wearing lots of makeup, speaks shrilly, snorts and cackles and already deep in drinks. Mayor Aberian, a man used to having his word taken as law. The previous mayor disappeared mysteriously, and there are rumors about the current mayor being a bit slimy. Charmandy Drovenge – Crimson haired, wearing a shawl of fur, a serpentine wolf with wings (brooch???). The Drovenge family is powerful, locally.

The entryway was well lit, the walls lined with portraits of Westcrown nobility and members of House Thrune. There were many notable gaps, like a redacted history of the city, and no paintings of the past mayors.

Beyond the entryway was the Garden of Earthly Pleasures, apparently an atrium, and yet, the night sky was clear and full of stars, in spite of the heavy rain falling outside.

The Dining room contained a large table and lots of chairs, 6 well kept fireplaces, and murals of Westcrown as if it were Hell itself. A grandfather clock chimed the hours in a deep ominous tone and depicted devils chasing unicorns. Closed doors made of obsidian led out to parts unknown.

At one end of the dining room was a pool of honey, surrounded by thick, thorny hedges. At the other a crystal clear fountain and three trees heavy with fruit of many different types.

Darkling spent the first course talking with Sascar, who was drinking freely and shared the they think the mayor has a secret, deformed and sick son hidden in the attic. Once the mayor ended a gala early and ejected his guests when they went to search the attic for a secret harem.

Shadow spoke with Crosael, who shared with him that she is concerned about a newly hired servant named Sian. She disappeared 2 days ago with a valuable bust. She’s afraid that she pawned it and left town.

Quenn spoke with General Vourne, but he was utterly unimpressed by the elf’s diplomatic skills.

Margred tried to charm Obergio, but though he was quite amiable, he didn’t say anything of any importance.

Sindbad spoke to the Mayor, but the secretive Aberian was not forthcoming.

7pm – Feast of the Gluttonous Wolf.

The Guardians of Cheliax were careful to eat sparingly of this course.

Margred approached General Vourne. He reported that all of the mansions magical extravagances were powered by a pit fiend imprisoned deep underground. A gift from House Thrune to the original owner of the home, but there was no chance of the fiend escaping, he was certain.

Darkling tried to get information from Charmandy, but failed.

Shadow, who was good friends with Delour, the opera diva, had an easy time getting her to spill all the beans. “Crosael is missing a thieving servant.” “General Vourne is a sucker for naval war stories.” “Eirtein trades gossip for gossip.” and “Sascar is an alcoholic.”

Sindbad continued to press Aberian and he admitted that for the past few days he has experienced many minor glitches with the magical enhancements in his home. He suspected that a magical pest of mischievous spirit was to blame and would be willing to pay to have it fixed in a week or so.

Quenn spoke with Eirtein, who was again, quite friendly, but didn’t let any secrets drop.

8pm – The Worshipful Hog. Again the party ate sparingly as the rest of the guests indulged and became more inebriated.

Darkling tried to take to the servants, but failed to learn anything.

Quenn spoke with Robahl, who told him, mouth full of intoxicating meats, that the foods were quite potent. “If you don’t want to wake up tomorrow, sore, naked, and with a splitting headache, consume carefully.”

Margred spoke with Charmandy, who, though courteous and willing to speak at length about subjects that seemed to be leading somewhere, actually said nothing at all.

Shadow traded many secrets with Eirtein and learned that the manor includes 3 regions: The manor itself, the dungeons, known as The Nessian Spiral (much to be fared) and the hidden vault known as the Asmodean Knot. He offered 2000gp for any information about the knot. The knot was said to be hidden in a pocket dimension, accessed by a hidden mirror somewhere in the house.

Sindbad spoke with the servants, who had all been ordered to remain silet, to help maintain the play that they are undead. However, Sindbad made a servant feel at ease enough to reveal that at midnight, the servants would all either flee the party or join in the inevitable orgy.

9pm – The fat of the land.

General Vourne left the party.

Margred spoke with Shadow, who told her that Eirtein traded secrets, and so she went again to speak to the friendly nobleman, who told her that the guardians of the Asmodean Knot were likely to be a mix of devils and shadowy undead. Whether this bespoke a link between the Knot and the shadow beasts that haunt Westcrown, Eirtein could not say.

The Majordomo and Charmandy left the party.

10pm – The Dance of the Engorged Vulture

Darkling noticed that the fires were beginning to die out, they were not magically kept.

Quenn began detecting thoughts.

Shadow walked around the public rooms, searching for secret doors.

11pm – Feast of Ambrosial Serpents

At this point all of the remaining party guests were completely out of it.

12am – The servants began to flee and the orgy began.

The Guardians of Cheliax began searching around the house in earnest, acquiring treasure here and there and encountering various defenses in the manor proper.

My notes are pretty vague about actually finding the way into the Nessian Spiral. I know pretty quickly after they went through, the party found a handy haversack and a piece of paper that contained a curse, which Quenn is now under, to be hunted by a specific Devil.

A voice tauntingly hinted at the terrors of the spiral, which was a bunch of strangely looping chambers that didn’t make a lot of sense. Above several doors there were clues to what they contained. Pyrophobia, ophidophobia, hemophobia, arachnophobia and the phrase “abandon all hope”.

There were another couple of paths and the party decided to check them out before facing any of the phobias. They basically looped around, on one side there was a poopy poop elemental, which was quite disgusting, and on the other side, a chained up chain devil, I think?









Council of Thieves: Book 1, Session 3, Book 2, Session 1

Sareneth 3 – a couple of weeks later –

A group of bandit tieflings known as The Bastards of Erabus have holed themselves up in a destroyed and blocked off area of Westcrown. These Bastards go out at night and kill, leaving a wooden coin as their calling card, hoping to instill even more fear in the town.

A seasoned fighter, Sindbad, joined the party at this point.

The party set out to take down the Bastards of Erabus and they did it. There were mummies. It was epic. Everyone was super heroic. All told across the complex there were about 25 rounds of combat and my notes are smudgy. ❤

The mummies were annoying and charmed people, Rack got to move through a bunch of walls and do reconnaissance, I called one of the bad guys “SpellButt” in my notes, super useful.

End of Book One

Erastus 5 – a month later –

Arael and Janiven called for the party. They met with a Pathfinder named Ailyn Ghontasavos (if I can read my notes correctly). The Pathfinders Delvehaven Lodge was taken over by the House of Thrune and thirty years ago sealed by them. At the same time, the shadowy creatures began to appear in Westcrown, so the party had an interest in looking into Delvehaven as well. Delvehaven is guarded with many traps, wards and seals. The stewardship of Delvehaven was given to the Mayor of Westcrown and all documentation about the protections were housed in his manor, Aberian’s Folly, in the dungeon below known as the Asmodeon Knot.

A plan was devised to get the party access to the dungeon. The mayor loves a good murder play, a production where the actors are in very real danger and the outcome of the play is determined by the main character’s survival. The Six Trials of Larazod is going to be put on soon, and after the play, the mayor will invite the actors, fully kitted out as they were during the play, into his mansion for a  ball. During the ball, everyone will be so inebriated and rambunctious that an opportunity will undoubtedly arise for the party to slip away and find the dungeon and the Chelish Crux, key to to reentering Delvehaven.

Erastus 6 – The play itself will be held at the new Nightshade Theater, but auditions took place at a smaller theater, the Limehouse.

My notes on the audition are a poem:

Audition was thingy,
Darkling did best
Shadow did second
Rest of us, Jokers.

The party was introduced to the rest of the cast and crew, and during the following couple of weeks given opportunities to befriend them.

Ribahl – The Director
Visbaroness Delour Alumaxa – Diva, Opera Singer
Thessing – The douchecanoe from the stables, actor, playing Handrathen, the judge
Calsenica – actress
Millech – Wizard/Set dresser
Many stage hands and hair and makeup.

The play was cast:

Larazod, a handsome tiefling – Darkling/Shaeree
Dentris, a sharp tongued wizard – Shadow/Aladdin
Tybain, a bumbling paladin – Margred
Drovalid, a torturer who joined Larazod – Sindbad
Ferris the Traveled, a clown – Quenn
Monrus Blaksward, a dwarf – Rack

The rest of the day was spent in wardrobe, including lift shoes and shoulder pads for Darkling. Everyone received the script and ran through their lines.

Erastus 7 – 11

The party spent the time leading up to the play attempting to befriend the cast and crew with varying levels of success.

Erastus 12 – The dress rehearsal, where the party performed safer version of the play using illusions  for a crowd.

Act I – Condemnation – Larazod is on trial, accusation and defense. 6 trials to prove his faith. Darkling, Shadow, Margred and Quenn attempt to act for the first time, the crowd threw rotten food at them.

Act II – Trial by Torture – Larazod is whipped by Drovolid.

Act III – Trial by Pleasure – Pleasure grubs, but you’ve gotta cut them out.

Act IV – Trial in the Belly of the Beast – Swallowed by a monster.

Act V – The Birthing Trial – Eat an invisible egg, birth a monster, fight said monster.

Act VI – Trial by Combat and Love – Shadowy Devils to fight. The audience is rapt.

Act VII – Trial by his own dark hand – Asmodeus! Uproarious applause!

Erastus 13 – The day of the play, everyone gathered at the Nightshade Theater and performed the play for dangerous real. In the final battle we came very, very close to a total party KO. It was something else and then the party got a week to heal before the ball at Aberian’s Folly.






Council of Thieves: Book 1, Session 2

Margred went back to the Apartment above Quenn’s shop to help him sort through and appraise all of the treasure they had acquired from their fights in the sewer. She spent the night there and the next day they sold the goods.

Desnus 2 – Aladdin was a dock worker, and the true identity of the Vigilante Stalker Shadow, unbeknownst still to all but the Avenger Darkling, who was actually halfling servant and market vendor Shaeree.

Aladdin spent his day on the docks asking innocent questions about Hellknights.

The rest of the party did a fair bit of shopping.

Desnus 3 – Everyone gathered at the abandoned Temple of Aroden, the official headquarters of the Guardians of Cheliax, as they had decided to call themselves. The party met with many more people who going to be fighting alongside them.

Amaya, female Tian human bard, Angus, a male bear druid, Aurora, a female Varisian human sorcerer, Ermolos, a male Chelish human fighter, Est-doln, a male Elf wizard, Fiosa, a female Halfling cleric, Gorvio, a male Chelish human sorcerer, Larko, a male Garundi human ranger, Leora, a female Varisian human oracle (and Aurora’s twin), Mathalen, a female Chelish human monk, Rizzardo, a male Varisian human barbarian, Sclavo, a male Garundi human paladin, Tarvi, a female Chelish human wizard, Vitti, a male Chelish human druid and Yakopulio, a female Gnome rogue.

They also put together outfits to wear while fighting crime as the Guardians of Cheliax. Masks and bold red sashes pinned with a badge.

A plan was made to rescue Arael while he was being transferred by Hellknights from one location to another. After borrowing horses, the party set out. Part of the plan was to ensure that none of the guards died.

The party arranged an ambush at a critical point, just before the cart carrying Arael came to a bridge. Quenn began the ambush with a bomb, and as the party fought and dropped the guards, Margred moved around the battlefield, stabilizing the fallen Hellknights.

In the end they were victorious and rescued Arael.

When they returned the horses, a famous opera singer and douchecanoe, Thessing, was causing a ruckus because he wanted the best horse for use in a play, and none of the horses still in the stable fit his exacting specifications. Margred flirted with him outrageously and it calmed him down.

Desnus 10 – One week later.

Arael was ready to start sending the party on adventures to help build up the reputation of the Guardians of Cheliax.

The first job the party did was clearing out some raiding Goblins who had been bothering local businesses.

Desnus 17 – One week later.

The party began to hunt the Shadow creatures that have been haunting Westcrown of late.

They researched the creatures and learned that they are weak to magical light, attack with claws and slime (which requires a fortitude save), have SR and a 20% mischance in darkness.

They spent most of the night hunting the creatures and it was quite dangerous.

Sometime that week the party set up a trap to catch bandits who had been accosting ladies.





Council of Thieves: Book 1, Session 1

(Again, this isn’t really meant to be prose, just keeping our adventure somewhere to help us remember what’s up between long playtime lapses!)

Desnus 1 – In a variety of ways the party was contacted and invited to a meeting at Vizio’s Tavern by a woman named Janiven. She said that each of the party had a reason to want to fight the evils brewing in Westcrown, that all of them had suffered or witnessed suffering. Those gathered were Darkling, a halfling woman in a hood and mask, Shadow, an elf similarly disguised, Quenn, an elf in a stylish jacket who asked if there was a meat and cheese tray, and Margred a buxom human tavern wench who cast a long shadow. As those assembled began to ask questions, a sudden pounding on the tavern door broke up the meeting. A young boy burst in an announced “They’ve got Arael!”

As Arael was Quenn’s missing brother, he was immediately interested.

Hellknights surrounded the tavern and Janiven and the young boy led the party into the sewers through a trapdoor in the back room.

Janiven and the boy moved off to hopefully split the Hellknights as well.

After moving through the sewers for a time, Margred requested the party stop at a defensible spot so that she could begin a strange ritual with incense. In less than a minute the Hellknights caught up with the party, but Margred continued her quiet whispering. After a few quick rounds of combat, the reason for her madness rose from the shadows, in beastly dark creature, apparently made of flesh but shaped much like the armored Hellknights stood at her side and joined the fray. Dancing skillfully with their weapons, Aladdin and Shaeree worked together and avoided falling in the sewage. Quenn was not so lucky, and when he fell to one of the Hellknights attacks, he collapsed beneath the surface of the sludge.  With a sigh, Margred hiked up her skirts and moved into the sewage to pull his head above the muck and pour a potion down his gullet. Rising from the disgusting waste, Quenn dealt the final killing blow to the last remaining Hellknight.

They fought several more encounters as the made their way through the sewers, skeletons, more Hellknights, a single goblin, Oozey bugs and zombies. They deftly avoided some suspicious looking mushrooms. Janiven and the child rejoined the party and they fought one last group of Hellknights together before she led them all out of the sewers and towards a large abandoned building. After a secret knock opened the door to the former Temple of Aroden, the party were led to hot baths.

Clean and reunited, Janiven explained that Arael had wanted to start a group here in Westcrown to inspire the people through heroic acts, fighting the mysterious shadow people that currently kept everyone in their homes after dark and doing a variety of good deeds. Now of course, with Arael captured by the Hellknights, the groups first task would be his recovery.



Council of Thieves: Our current party…

Our current party:

Aladdin/Shadow -“That which does not kill me shall regret not finishing me off.” – Vigilante (Stalker) – Concerned about the problems in Westcrown and ready to take action! – Dock Repairman

Lives in East Rikkan as a Dock Repairman (fixing nets and getting supplies as necessary for fishermen).
Met Shaeree one night as a vigilante fighting the same common enemy after many nights of  running into each other they formed a team bond in fighting the same side.

Shaeree/Darkling – “Be strong when you are weak, be brave when you are scared, be humble when you are victorious, be badass every day!”  Vigilante (Avenger) – Concerned about the problems in Westcrown and ready to take action! – Housekeeper/Market Vendor

Lives in Westpool.

Sindbad – Fighter – A Pathfinder, here to investigate Delvehaven Lodge on behalf of the Pathfinder Society.

Quenn – “I must have no fear of failure. For it was my fear of failure that first kept me from attempting to complete the Master Work.” – Alchemist (Inspired Chemist/Beastmorph) – Accepts the grim reality of living in a country of devil worship and willing to use it to gain advantage.  – Alchemy Shop Owner

I’m here in Westcrown because I’m looking for my older brother Arael who has not returned home. I, along with our family, was accustomed to receiving a letter from him about once every month, until they suddenly stopped. The last letter came three months ago. In it he mentioned some strange events going on around the town, generally at night. The full contents of the letter could not be made out because of a liquid that has not been identified mixed with what was later reveled to be some of my brother’s blood. A chilling line in the letter mentioned something about a mysterious plague of creatures that hunt the streets at night and him going to investigate the “rumors”. The last line said if he was not heard from I needed to seek out Janiven because she might have answers relating to his disappearance. She wants to recruit me to the cause because she believes I posses the same fire for justice as my brother. While this is true, I’m more concerned about finding out about what happened to him and if he is still alive. And if he’s not, my only recourse will be to open the cage and let the altered beat out. Let them be living or let them be dead, I’ll grind their bones to make my bread because revenge is not fattening, it’s sweet!

Margred – “What? No! I’m not psychic, I’m just… observant!” – Spiritualist (Zeitgeist Binder) – Intrigued by whispers of dark deeds in Westcrown and determined to find the truth! – Barmaid at the Beardless Devil. Her Phantom companion is named Rack.



Serpent’s Skull, Book 1, Session 6

Arodus 19

The morning began with intent to adventure. The party set out with Endure Elements from Korva who was staying back at camp and summoned mounts from Ken. Their goal was to explore the area where they were warned of a “winged blood drinker” by the barbarian cannibal they had charmed. The area had been described as “The Red Mountain”

Soon they came upon four zombies staring intently at a tree. The fight began on horseback, Yosemite and Oswald shooting with their firearms, Ken casting Disrupt Undead and Eshe throwing Chakrams while Bamidele focused on melee attacks. By the end of the short fight, Oswald had dismounted and was flanking with Bamidele and Pete had resorted to throwing handaxes, but the zombie threat was quickly disposed of with no damage to the adventuring party.

As they approached the red mountain, they came to a rope bridge that spanned 50′ across. Yosemite wagered it wouldn’t hold more than one horse at a time and so they party crossed carefully.

Next they came to a fork in the trail. Tracks led in both directions, but it was clear the western trail had been used most recently. They followed this trail eagerly. It led to a cliff above a bay. Rope bridges led a trail across various bits of higher ground. The mast of a large ship jutted out of the water. On the cliff there was a strange pyramid, covered in sentinel runes, vines had recently been trimmed back. A cup shaped basin topped the structure, with channels running down from it. As they got closer, they could see that there were traces of blood on it, only 2 or 3 days old.

While they were inspecting the pyramid, a shadow passed over them, something was coming in from above. Ken thought it looked like a Chupakabra, but he had not heard of one with wings. Yosemite readied his musket, Oswald sought cover, Ken prepared to cast a spell and Eshe buffed Bamidele. As the creature swooped down to attack, Yosemite and Oswald fired their guns and Ken cast glitterdust. Within one round the party had decimated the winged creature.

Before heading down to the bay, the party explored and discovered the chupakabra’s den, a nest full of driftwood, grass and bone, along with a magical quiver and some money.

There was an excellent view of the island from atop the mountain.

Before examining the pyramid further, Yosemite drank a potion of water breathing and donned the ring of swimming that the party would later, ridiculously, sell (foreshadowing here.) and headed out towards the ship that could be seen in the bay. He swiftly encountered a shark which he majestically killed single-handed.

After his return, the party decided to see if this pyramid structure was The Tide Stone of the ritual they had found. After various attempts of bloodletting and stone licking, they hit upon the proper execution of the ritual.

1. Put blood of Intelligent creature on each stone.

2. Lick from a snake.

3. Sea water in vessel.

4. Say Yrdirsius.

A bolt of lightning hit the stone and the waves in the bay began to churn, parting the waters. A path now led down, with shallow tide pools dotting the way, to a heavy stone doorway. The wrecked ship was in good enough repair that the words “The Salty Strumpet” could still be deciphered on its side. The party stopped to investigate. Inside the Captain’s quarters of the ship they met a water mephit wearing a captain’s hat. He introduced himself as Captain Ecubus and agreed to investigate the stone doors with the party.

The doors were carved with Azlanti maidens. Inside they found alcoves that looked like yawning fanged mouths and more unsettling Azlanti carvings on the walls.  Before they had time to investigate further, the party was attacked by javelin bearing skeletons from a bridge 40′ above the ground floor. Luckily the party was fairly well equipped to fight ranged foes and the two gun-toting adventurers killed the skeletons while Eshe tossed her Chakrams somewhat ineffectively and Ken looked for a way up to the bridge, finding a bronze door that appeared to be bleeding.

They noted that one of the alcoves contained a lever.





Serpent’s Skull, Book 1, Session 5

Arodus 16


Oswald spent the morning repairing his gun.


The party had known the night before that their new camp was near the hunting grounds of a Shiv Dragon, but they had been too beat by the horrible encounter at the cannibal village to seek out the danger and destroy it. They set out before the heat of the day to fight it, and made fairly quick work of the beast, taking the meat back to camp to add to their rations.

There were no rains and the rest of the day was spent quietly at camp until near nightfall, when it cooled enough to try and move the camp. They knew that the village was still inhabited, but thought it would make the ideal place to set up a safer, more permanent camp until they found some way off of the island. They moved camp to the jungle about an hour from the village and planned a night raid on the remaining cannibals.


The plan was to be stealthy. The best laid plans of rats and gnomes oft go astray. Because of the rat, of course. The party soon found themselves fighting nine barbarian men and an old woman who seemed to have mystical powers. The party spent more of this encounter hiding in the jungle, falling prone often and keeping to cover, this had been Oswald and Yosemite’s saving strategy in the previous battle and it served the party fairly well. Though Korva was dropped before the battle was done, it lasted less than a minute and Jask was nearby to heal the party.

They made a cursory check of the compound to search for dangers before bedding down for the night. They found signs of cannibalism and butchery, human jerky and skeletal remains, but also signs that Captain Kovack and Ieana had been there in rations stamped in the same way they had been on the Jenivere. The found a shrine to Asmodius, and a figurehead of that god that seemed to be about 70 years old. One of the structures was an unfinished lighthouse. There was also a hut that contained an alchemical lab. They found the entrance to an underground chamber, presumably the ruins that Og-log had mentioned. Establishing that there was no immediate threat within the village, they moved the camp there  and put a watch on for the night. They called it a night in the wee hours.


Arodus 17


Korva and Yosemite awoke feeling sore in body and mind respectively.

The party pooled their endure elements and spent the whole day cleaning up the cannibal muck in the village. Oswald and Ken focused on crafting antiplagues.


Arodus 18


That morning Korva didn’t feel any worse from her red ache. Yosemite’s mindfire was still raging, so he thought it would be a good idea to get himself lowered into the chamber underneath the village. There he found an uneven floor, littered with blood, bones and debris, with a tunnel leading into the gloom. The rest of the party joined him below.


The tunnel sloped up and opened onto a chamber with a few Festrogs. The fight was swift but Jumper, the crocodile, got diseased.


On the ground, written on a piece of leather in blood,  the party found a letter written by the Captain of the Jenivere. He expressed regret for having brought his ship and her crew to this doomed island, explaining that he was enslaved to a “serpentine demon”, the missing Ieana. He asked that whoever reads the letter destroy the creature he has become and seek out Ieana and slay her as well.


In another chamber they found more ghouls, feasting on a great pile of bloodied bones. They made very quick work of them and examined the room. It seemed to be a temple to Ydersius, a serpentfolk god. There was a low stone altar that had a necromantic aura. The walls were covered in Aklo text. No one in the party could read it, but they copied down a bit of text that had been cleared of dust recently and planned to ask there rest of their companions aboveground if they could decipher it.


They moved deeper into the underground structure, where they could hear the slight lapping of waves and smell dank sea air. Listening closely they heard something slither into the water. One chamber was mostly under water, with a slender cliff circumventing it, the series of tunnels all echoed with the lapping of water, but it was the central, wider tunnel that the party entered. They found a number of ghouls, which seemed an easy target, until another one, clearly female, emerged from the water and channeled negative energy, greatly damaging the party. Korva and Jumper had moved into the chamber first, and two ghouls immediately attacked them, paralyzing both, while another ghoul made its way around to the back of the party and paralyzed Oswald. Ken was nearest and began to focus disrupt undead on the latter ghoul, while Yosemite fired his gun point blank and Eshe cast buffs on Bamidele, who in turn attempted to bite and claw at the ghouls. It was a very tight spot, and moving without taking attacks was very difficult. All the while the female ghoul was casting spells, channeling energy and dominating the battle.

Eshe attempted to pull Korva and Jumper out of the range of attacks while they were still paralyzed and, and while she managed to heal Korva, paralyzed and near death, took enough damage to fall herself, causing Bamidele to return to his home plane.

Oswald attempted to stealthily move into surprising places, taking flying leaps from cliff to cliff.

Ken summoned a mount for the movement speed and healed Eshe. Now Eshe was reduced to throwing her chakrams and summoning eagles. As soon as Korva recovered from her paralysis, she too summoned eagles every round, surrounding and distracting the cleric ghoul. Ken cast grease behind the cleric so her escape would be hindered. Jumper and the eagles focused on the cleric while Yosemite worked on the other ghouls, who had flanked him in one of the narrow tunnels.

The grease trick worked, and as the cleric ghoul turned to flee, she fell. The rest of the ghouls taken care of, Yosemite ran up and dealt the killing blow with his handaxe.

After disposing of this threat, the party returned to the surface for healing from Jask and asked Aerys if she could read their scrawled Aklo notes from the walls below: All Glory to Great Ydersius. She followed them down to translate more and the acquired what appeared to be instructions for a ritual involving something called The Tide Stone.

Serpent’s Skull, Book 1, Session 4

Arodus 11

Yosemite was finally feeling better, but Ken felt weak in the morning.

The party spent the day recovering from their ordeal the day before and the diseases that had ravaged various members throughout the past week.

The first order of their day in camp was to interrogate the barbarian they had captured. The man responded visibly to Infernal, but no other language. Aerys and Ken had little luck speaking to him, however, and Eshe tried to infer diplomacy through her attitude and hand signals, but he wouldn’t even look at her. They party decided to have Ken attempt to charm him the following day and moved on to other tasks.

They spent the cool parts of the day scavenging for alchemical supplies to help them fight off the constant disease they were being wracked with. They were beset by skeletons while looking for supplies, but made quick work of them. Yosemite collected bits of their broken scimitars for gunsmithing supplies.

Ken and Oswald spent a good amount of time attempting to craft a dose of anti-plague, but failed.

Arodus 12

Ken cast Charm Person on the barbarian and learned his name. Og-log.

Og-log informed Ken that he had lived on the island all his life. He knew of no way off and came from a village of 24 cannibals. He spoke of various aspects of the island. A grove of spirit trees that his people avoid, and the winged blood drinker who they made sacrifices to on the red mountain. He also spoke of the ruins underneath his village where their god and afterlife reside. He also told them that two people, matching the descriptions of Captain Kovack and Ieana had arrived in the village and been greeted by their chief. He had not seen them leave.

Afterward they hypnotized the barbarian, requesting “Guide us safely to your village and introduce us there as friends.”

Arodus 13.

The day was spent in scavenging and crafting anti-plagues. Finally the party was beginning to recover and stay on top of the rampant disease of the island.

Arodus 14.

The party made a plan to move camp once again. As they scouted along, Og-log felt compelled by his hypnotism to point out features along the trail, indicating an area where a sacred building resides. They found a new likely spot to camp and set out to eliminate the surrounding dangers. First the encountered a spider, though it tried to hinder them with its web, they eventually took it down, Oswald dealing the killing blow with his newfound spellslinging powers.

The next threat to their campsite was a lizard. They made even quicker work of it, with Oswald disabling it and Bamidele chomping it to oblivion. They collected the meat from the lizard and returned to camp with it.

Overnight the party was awoken by a swarm of bats attacking the campsite. With torches,  persistence and Korva’s produce flame, they eliminated the bats. Everyone was slightly damaged by the ordeal and Jask channeled positive energy to heal the group.

Arodus 15

The day was spent gathering alchemical supplies until noon. The rains started early and everyone thought it was a good omen for the day.

They asked Og-log to guide them to his village, and he led the way. They reached the village around 5:30pm and Og-log grunted to a Shiv-dragon, the same type of lizard they had fought before, that the party were “friends.” While the lizard ignored Og-log’s entrance to the village, it clearly did not answer to his verbal commands, and immediately attacked the party. Bamidele took it out in a single round and the group followed Og-log into the village. He looked confused as he said, “These are friends,” and then headed into one of the structures.

Various people were milling about the village and they clearly didn’t take Og-log seriously. They flexed and raged and a dramatic and horrible battle followed. Eshe fell almost immediately to a thrown javelin, but managed to stabilize quickly. This eliminated Bamidele from the battle as well.

Ken began to dig around for potions. Korva was the next party member to fall. Ken poured a potion into Eshe and she regained consciousness, shocked by the sudden carnage around her. Ken had moved on to Korva.

As Yosemite and Oswald attempted to control the battlefield with their guns, Eshe summoned an eagle and Ken cured Korva. Korva added a summoned stirge to the mix and Eshe began to throw chakrams into the fray.

Eventually Ken managed to fascinate a couple of the barbarians, but there were so many of them it was overwhelming. And just as things seemed like they might be under control, an extremely burly man and a group of women emerged from one of the structures.

The strongest looking barbarian, clearly the chief, took Jumper out of the fight.

Korva summoned one last eagle and fled the fight, Eshe quickly moved away, intending to follow, seeing the battle as a complete loss they both felt responsibility to get back to the camp and protect their comrades there. They were amazed to hear the sounds of battle continue behind them, feeling both heartened and nervous every time they heard a shot from Yosemite or Oswald’s guns.

Ken attempted to color spray, and managed to hit the chief and one of his wives. Eshe was still near enough to summon one last eagle before she took off at full tilt.

Shortly after the colorspray, Ken fell unconscious from a particularly brutal hit, leaving Oswald stealthily hiding throughout the brush, throwing fallen javelins as he found them, and Yosemite running dangerously low on ammunition. Again when they felt they had control of the battlefield, more enemies joined the fight. This time it was caged skeletons, who began to crawl out of their corral. Yosemite got the blow on the chief that sent him spiraling into unconsciousness. A long game of barbarian and skeleton vs rat and gnome followed, with Oswald hiding on one side of the carnage and Yosemite the other, until both the small creatures were victorious. Counting the 14 corpses they could tell they had not completely eliminated the barbarian village. Oswald quickly sent up dancing lights, signalling to Eshe and Korva to return. They grabbed the amulets from the barbarian’s necks and carried the unconscious Ken and Jumper back to camp. Though miraculously everyone survived it didn’t quite feel like a true victory.

Jask healed the party and they decided it was best to move camp, since Og-log may have had a chance to tell the remaining villagers where they were situated.

Serpent’s Skull, Book 1, Session 3

Arodus 8


In previous scouting the party had noticed a couple of wrecks along the Eastern shore. While they were on their way to investigate them, they again encountered the group of small monkeys, but the monkeys just screeched and went deeper into the jungle.


The first shipwreck was unnamed. Oswald scouted ahead and saw four zombies standing listlessly on the crumbling deck. He signalled for the rest of the party to follow him and a quick skirmish ensued, with Bamidele, Korva and Jumper dealing the killing blows. The party was rewarded for their efforts with the discovery of coins, art and gems belowdecks, but nothing of use for escaping the island.

They returned to camp to acquire healing from Jask and to rest through the heat of the day. After the rains came they set out again to investigate the second shipwreck they had spied. It was far off shore against a small island and the party thought over how best to approach it from sometime. Eshe dismissed Bamidele and summoned a dolphin, which Oswald rode over to the island, after working out a code with his innate dancing lights ability to request another dolphin. Written on the side of this boat were the words “Brandywine Latrine”, not one of the wrecks they were searching for, but he continued to investigate in the hopes that he would find some usable supplies aboard. It was completely bereft of anything of use and Eshe sent another dolphin over to retrieve the gnome.


The party returned to camp.


Arodus 9


Eshe and Yosemite awoke feeling the effects of mindfire. They ate the last of the viper nettle berries to try and fight of the disease but neither of them could say for sure if it had helped.


The day was extremely hot, but the party set off on the game trail they had discovered. It was much quicker travel, but unfortunately they had not anticipated the traps that lay along it. Bamidele was in the lead as usual and when the net scooped him up and thrust him against great spikes, he vanished to his home plane.

Somewhat disheartened to lose Bamidele for the rest of the day, the party carefully continued along the trail, Oswald and Korva searching for traps. After Oswald triggered a trap which narrowly missed him, the party decided to move off of the trail and set up a new camp. They found an area which was mostly defensible, but could tell it was within the hunting area of something that scuttles. They went in search of this creature to eliminate the threat to camp.


On a nearby beach they encountered a crab. Without Bamidele, Eshe summoned an eagle, and the rest of the party made quick work of the crab, especially Korva’s crocodile, Jumper, who dealt the killing blow and happily ate some of the crab right on the spot.


Arodus 10


Eshe awoke feeling much better. Yosemite was still feeling the ravages of mindfire, however.


Bamidele again took the lead on the game trails, searching for traps along the way. They made good time and moved the camp again, getting it set up just before the noontime heat. It was a long five hours before the rains came.


The trail forked, and the party took the way that led towards the shore. They found the remains of a camp. It looked like a collection of six or so nests, the area was littered with broken sawtooth sabers and daggers, but they found one high quality dagger. The design on it was familiar. After a moment they realized that it matched the tattoo on Sasha’s back.


They looked along the shoreline and spied a colossal crab. They carefully headed back inland to avoid the beast.

As they headed along the untried trail, Bamidele spied another trap in a valley between two cliffs. Oswald successfully disabled it, but a sudden and clearly controlled yank upon the rope sent him sailing into the spikes set into the cliff wall. The party attempted to climb the sheer wall, with much scrambling and difficulty. Bamidele made the most progress, but by the time he reached the top, Oswald was bleeding at the top, a fearsome barbarian standing over his small, broken body. Bamidele attacked him and he was heavily damaged, Korva was the next to make it up the cliff face, after catching Eshe, who had fallen, Ken and Yosemite realized that they stood little chance of making it up the wall and stood helplessly at the bottom, trying to get the Barbarian within their sights. Bamidele chased the barbarian until he begin to feel the effects of distance from Eshe, and just as he had given up, the barbarian suddenly dropped to the ground in front of him. Eshe continued to attempt the climb, but fell again and dropped unconscious, thus sending Bamidele back to his home plane. Korva dragged the unconscious barbarian back to the party, tied him up, and they dragged him, while carrying the completely broken body of their poor gnomish comrade back to camp.

In the spoils of the treasure they had dug up with Ishorou they had found a scroll of raise dead. Jask used this to bring Oswald back and the party spent a sobering evening thinking over their life choices. They all felt very different upon reaching level 2.